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About Gameslinx

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    Celestial Terraformer

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  1. Those bumps that you see do actually exist, but they can't be collided with. Collision detection is very, very expensive! I might work on very basic collisions in the future, but for now your wheels may pass through some of the material and behave like they normally would
  2. I spent most of this morning researching licenses and I think CC-BY-ND-4.0 is the license I will use going forward after the mod releases. I'm not at all worried about the KSP community wanting to make changes to the code or help out - I'm worried about people outside of KSP using the shader for their own purposes and the license aims to protect me against that happening. Since the license above prevents modification and commercial use, I think I'll go with that.
  3. I had to hook into the existing terrain system and subdivide the nearby terrain tiles (quads) to get more vertices to play with because tessellation is limited to a factor of 64 and it still wasn't enough! That took a very long time to do because I wasn't able to contact Mu who wrote it, so I had to figure a lot of that out for myself! I had to work around a lot of limitations in the game I didn't even knew existed! I never knew I'd even get it working!
  4. For now, the license will remain ARR, but when I separate the assets into the Beyond Home github it may change - it will be revised on release. The ARR license is mainly for people outside of the KSP community who take a liking to the shader because the shader works for any unity game and I don't want people taking it for themselves.
  5. Feel free to use it in videos! What the license means is you can't share something (like a file) from inside the mod elsewhere. It only really concerns other modders - You can't modify it and release it somewhere else. It's basically "this is mine". Videos, screenshots, and whatever else is perfectly fine!
  6. Parallax Parallax is a custom terrain shader for Kerbal Space Program that combines tessellation and displacement mapping to create realistic planetary surfaces. Watch the trailer here: Features Parallax completely replaces the terrain shader used in the normal game in favour of more and better features, including: Tessellation Self-shadowing Accurate lighting Accurate normal mapping Support for multiple lights Reflections Specular highlights Metallic materials Influence mapping Improvements The shader that Squad uses for Kerbal Space Program is extremely limited. You can only assign 2 textures that work unless you opt to use an extremely complicated 'Atlas' shader that was introduced in 1.9. We will pretend that the Atlas shader doesn't exist because it's only used on Kerbin and it is extremely unoptimized. Parallax improves upon the stock shader in a number of ways, for example: Normal mapped lighting is accurate and faces the right way on a surface at any angle Tessellation allows surfaces to have much more complexity, allowing for the creation of lifelike planet surfaces Texture blending is a much smoother transition and varies based on the distance from the camera You can have a much greater amount of control over the planet - You have a low, mid, high and steep texture to use Complete control over how much colour of a texture to apply to the surface VS how much colour of the surface to retain (using an influence map). This prevents your grass from changing colour on brown terrain, but lets you change the sand colour as it varies with the planet's surface colour. Availabity Parallax will first be released for my planet pack 'Beyond Home' during its beta stage so that I can spend time working on fixing any bugs and working on improvements / optimizations before the mod is used elsewhere. After the beta stage, Parallax will be available for any planet configuration. As for system requirements, the trailer was recorded using the following specs: Intel i9 9900k, 5.0Ghz RTX 2080 Super 32GB DDR4 Keep in mind that the trailer was also recorded at 4k. I don't have any other benchmarks for performance yet, but if you are running the game at 1080p you can expect similar performance with more modest specs. Parallax will be releasing for Beyond Home soon. I look forward to you all being able to experience it! You can follow its development here: Donations Parallax took me months to develop. Not only that, but I had to learn an entirely new programming language (Unity CG) and familiarize myself with Unity - neither of which are simple! It's been an incredibly fun (and sometimes frustrating!) journey developing this mod, so I would like to thank those of you who have been supporting the mod since its beginning and those of you who choose to support me going forward. Should you donate, you will be helping me through my university studies! Donations are by no means asked for, but are greatly appreciated. Thank you for downloading the mod or if you're a long time supporter, thank you for sticking with it throughout its development Support Once the mod releases, if think you have encountered a bug you will only get support if you submit screenshots or your KSP log file. Without evidence or logs, I will not help you. Licensing Parallax is licensed under All Rights Reserved. This means: You cannot redistribute my work You cannot use my work in another project You cannot create derivatives of my work I reserve all the rights to my work
  7. That's part of the stock terrain shader. There's nothing you can do about it, and it happens 100% of the time
  8. It'll be fixed in the next BH update, but if you want to do it yourself: For every planet (except Kerbin), change the template to Eve if it has an atmosphere. If it does not, change the template to Minmus. The planet configs can be found in BeyondHome/Configs, and the template section is near the top
  9. This doesn't happen if you use 1.8.1 - It's a bug with how KSP applies the shader to planet templates not using the new shader. It will be patched in the next update
  10. After Kerbin / Kopernicus has nothing to do with this
  11. Falling through the ground seems to happen at low altitudes (near the ocean) but I don't know what's causing it. I'm looking into it but I haven't found anything yet
  12. Hello, I'm developing a shader that requires the use of double precision values. To do this, I must use at least Shader Model (SM) 4.6. SM 4.6 is supported by DX11, which is what KSP uses by default now. Moving from SM 3.0 to SM 4.x was causing the shader to appear pink in-game, so I tested this on a completely default, fresh surface shader. I also tested it on a vert-frag shader to be sure. The results were the same - It wasn't working, even when I forced DX11. The shader works fine on SM 3.0. The line I'm referring to is #pragma target 4.6. It's worth keeping in mind that SM 4.6 works fine in the Unity editor. The code for the very basic shader is here: Shader "Custom/Shader" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} _Glossiness("Smoothness", Range(0,1)) = 0.5 _Metallic("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows #pragma target 4.6 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; } ENDCG } } The code for the shader that I'll actually be moving over to SM 4.6 is here: How come using SM 4.0 and above just doesn't work, even though it should be supported by KSP? Am I doing something wrong?
  13. Well, there's your problem! You need to install Modular Flight Integrator. It comes with Kopernicus
  14. It's generally a good idea to look at the version of the mod you're downloading. If you're running a different version of KSP to the version that the mod was made for, it's usually 'use at your own risk' Mods are officially 'compatible' when the author says they are